I'm of the opinion adding cards that are unplayable outside of draw7/narset* combo to only support this combo is unnecessary.
This is one of the strongest interactions in the cube and it has a high floor compared to other combo decks. Each combo piece is a good card in itself.
The fail case is often a solid pile of good stuff cards with one wheel/one enabler.
There are many draw 7's that are good enough to see play on their own and leovold/narset/sheoldred/bowmasters/hullbreacher are all excellent enablers that see play in other decks.
Echo of eons in my cube sees a decent amount of play outside of this interaction (fastbond, artifact ramp) and has it's own interesting interactions (entomb, frantic search, self mill). If you don't have many looting effects and play an unpowered cube, it loses a lot of it's appeal though.
My experience is Draw 7 decks are relatively hard to build and they offer a high play ceiling,
I find draw 7 combo to be easier than other combos since the individual pieces themselves are pretty strong by themselves and aren't parasitic like other combos. You also really don't need to go all in on the draw 7 combo like you would with an Oath of Druids deck or something. It's more like Kiki-Twin where they're just midrange / control decks that so happen to have the draw 7 combo.
I guess this might be more or less that I play quite a bit of constructed legacy (and modern 4 years ago) where decks like Reanimator, Twin, Melira, Burn, Tezzeret etc. have constructed templates with deck theories on their role for each matchup.
However, Draw 7s are banned from a lot of formats and I haven't seen too many constructed decklists with them and I've had my share of playing Memory Jar/ Time Spiral incorrectly.
In powered cubes, generally the payoff (Narset/Leovold/Hullbreacher) for the draw 7's are shoved into decks that are naturally good with draw 7s.
Decks that can spit out permanents faster than the opponent break the symmetry. Either via cheap ramp effects , moxes/artifact power, fast bond, aggressive creatures/cheap burn spells.
Also, decks with a combo element can be strong with draw 7's.
Splinter twin combo and time walk effects are particularly nice so you can out tempo your opponent with the freshly drawn cards.
if you can kill your opponent quickly after the draw 7, you turned it into a form of virtual card advantage.
Tier 1 Draw 7:
Time twister
Wheel of fortune
Time Spiral
Memory Jar
Tier 2 Draw 7:
Echo of eons
Commit // Memory
These are the ones I support in my cube and they've firmly found a home.
As for Echo of eons, I agressively support looting in my cube. Im not sure how it would perform without that.
But with that, it often comes together often enough to be worth a slot. Certainly a great card in the right deck.
Magus of the wheel I'd put in tier 3 category. Haven't tested it since this combo became a thing tho.
This is one of the strongest interactions in the cube and it has a high floor compared to other combo decks. Each combo piece is a good card in itself.
The fail case is often a solid pile of good stuff cards with one wheel/one enabler.
There are many draw 7's that are good enough to see play on their own and leovold/narset/sheoldred/bowmasters/hullbreacher are all excellent enablers that see play in other decks.
Echo of eons in my cube sees a decent amount of play outside of this interaction (fastbond, artifact ramp) and has it's own interesting interactions (entomb, frantic search, self mill). If you don't have many looting effects and play an unpowered cube, it loses a lot of it's appeal though.
Last Updated 02/07/24
Streaming Standard/Cube on Twitch https://www.twitch.tv/heisenb3rg96
Strategy Twitter https://www.twitter.com/heisenb3rg
In powered cubes, generally the payoff (Narset/Leovold/Hullbreacher) for the draw 7's are shoved into decks that are naturally good with draw 7s.
Decks that can spit out permanents faster than the opponent break the symmetry. Either via cheap ramp effects , moxes/artifact power, fast bond, aggressive creatures/cheap burn spells.
Also, decks with a combo element can be strong with draw 7's.
Splinter twin combo and time walk effects are particularly nice so you can out tempo your opponent with the freshly drawn cards.
if you can kill your opponent quickly after the draw 7, you turned it into a form of virtual card advantage.
Last Updated 02/07/24
Streaming Standard/Cube on Twitch https://www.twitch.tv/heisenb3rg96
Strategy Twitter https://www.twitter.com/heisenb3rg
Time twister
Wheel of fortune
Time Spiral
Memory Jar
Tier 2 Draw 7:
Echo of eons
Commit // Memory
These are the ones I support in my cube and they've firmly found a home.
As for Echo of eons, I agressively support looting in my cube. Im not sure how it would perform without that.
But with that, it often comes together often enough to be worth a slot. Certainly a great card in the right deck.
Magus of the wheel I'd put in tier 3 category. Haven't tested it since this combo became a thing tho.
Last Updated 02/07/24
Streaming Standard/Cube on Twitch https://www.twitch.tv/heisenb3rg96
Strategy Twitter https://www.twitter.com/heisenb3rg